Blizzard Posts on Upcoming 4.1 Features (Including Guild Challenges!)

It looks like Patch 4.1 will include a feature we weren't expecting - guild challenges! I'm sure many of you remember the heated discussion regarding guild reputation on the official forums a while back, where many players suggested adding guild quests as a method of earning reputation and experience. Looks like Blizzard agreed! We don't have any details yet on these quests or what they'll entail or reward, but you can be sure that as soon as the information is available we'll bring it to you!

Warriors and clothies will be happy to learn that ZA/ZG will also feature appropriately itemized pre-raid ranged slot weapons, something that many players were extremely disappointed over the Justice Points vendor lacking. In addition, as a little something for archaeologists - players will appropriately leveled archaeology will be able to unlock the new Edge of Madness bosses in Zul'Gurub! Players may recall that in Classic Zul'Gurub, this event required an alchemist to farm annoying materials (Sangre de héroes, yecch) to create the potion required to start the event. Now, this awesome random boss event will be open to everyone - provided your skill meets the requirement! With the not-too recent change to artifact sell prices, what are you waiting for? We will, of course, have more details on this and more in the upcoming weeks.

The point isn't really that we're delaying Firelands so we can release ZA/ZG instead, or because we don't think players are ready for a new raid. Our messaging on the subject directly implies this, and that's our fault.

What we're really saying is that we want more frequent, slightly smaller updates to the game so that content keeps coming. Since Firelands isn't quite ready yet, we've made the decision not to hold back the other 4.1 patch content for it. Instead, we're going to release patch 4.1 with the content that's ready to go so the majority of players have more things to do, while also putting some finishing touches on Firelands so we can ship it out in 4.2 shortly thereafter. We're not arbitrarily holding back Firelands. On the contrary, we don't want to hold back other content updates for Firelands.

The main content features currently planned for 4.1 are:

Zul'Gurub revamp

Zul'Aman revamp

New level-85 Stranglethorn quest line (phased) leading players into the troll dungeons

New tier of Heroic dungeon gear (epic item level 353) to give players a slightly bigger boost going into raids for the first time

New & updated flavor items, vanity pets, and mounts

Guild Challenges (new guild quests)

All of this is in addition to a number of UI improvements, class balance changes, and more. We'll have more information on the patch 4.1 features coming soon. :D

Check out the rest of the post for more Patch 4.1-related Blue posts!

What about scarce normal 5m dungeon at level 85?

BTW, ZA is the same friggin instance with different last boss. And he has same abilities as zul'jin...

Why no normal mode for ZA and ZG awarding ilvl 346?

We thought about different ways to fit in a normal tier of these dungeons, but in the end it just didn't feel right. We wouldn't want to make normal versions of these dungeons award current Heroic level loot, but there aren't really any good places in between to stick a normal dungeon tier.

ZA and ZG will drop gear for just about every slot as well, but we're really trying to focus on dropping items for slots that have been hard to fill in the current Heroics.

hope there's some love for Archaeology in the pipeline.

I don't have any specifics to share at the moment, save for one I think is cool. Those with the appropriate Archaeology skill will be able to unlock one of four additional bosses (chosen randomly) for their group in Zul'Gurub. These bosses were previously known as part of the Edge of Madness. The four bosses will share some loot, but also have some loot unique to each of them.

Out of curiosity, if 4.1 was released with Firelands, would it take about the same time to release as it'll take for 4.2 to come? In other words, does pushing Firelands to the next patch make it come later than if all of 4.1 was delayed?

I can't say for sure, as the process for applying development changes internally, building patches, and testing them is very complicated. Our goal, however, is not to delay Firelands further than it would have been in order to put out everything else in 4.1 first.

I believe that (ranged slot for DPS warriors) was specifically brought up in a meeting I had last week. We want to get some items out there that are currently missing, even if it's because they're only useful to a small number of classes/specs.

Comentarios

Comentario de Azazel

Comentario de Noam

Warriors and clothies will be happy to learn that ZA / ZG will also feature appropriately itemized pre-raid ranged slot weapons

OH THANK GOD! I still think it was the dumbest decision to NOT include those types of weapons with Engineering.

Archaeology being used in ZG seems nifty. Though I wonder how they'll balance it if no one in the group has any archaeology, or lower level one, if they'll make the drops "lesser" then the other bosses.

That said, it probably wasn't too big of a problem with ZG / SSC where you needed a fisher so it may not be too big of a problem with ZG2.1

Comentario de Adamsm

on 2011-03-07T11:43:12-06:00

Awesome, simply awesome.

Comentario de Miyari

on 2011-03-07T11:54:05-06:00

Archaeology being used in ZG seems nifty. Though I wonder how they'll balance it if no one in the group has any archaeology, or lower level one, if they'll make the drops "lesser" then the other bosses.

Chances are extremely high that if you don't have a properly leveled archaeologist, you aren't starting the Edge of Madness event. Same as old ZG where you had to have an alchemist craft Locura de mojo Gurubashi (though at least those weren't soulbound) to extinguish the brazier to trigger the event. However, with old ZG you technically did not have to have the alchemist in the group, you could have one (a main or alt or whatever) craft the potion and then simply send it your way. The only way I can think of it being done with the current archeology system is by simply allowing them to complete a quest (similar to the keystone quests). Maybe it would use Tablilla trol, lol.

Comentario de Gnub

Comentario de CrimsonTemplar

on 2011-03-07T12:59:56-06:00

I'd really like to see more info on these Guild Challenges. I suspect that they're similar to the weekly raid/Wintergrasp quests in Wrath that require you to complete them in a guild group. Perhaps this is a way to return to the days of "Kill Boss X in Heroic Dungeon Y" but this time you must be in a Guild Group to get credit.

I'm glad to see them working some additional functionality into Archaeology. It's a slog at times, so it's nice to get a little perk now and then to make it feel worthwhile (besides the mounts, companions and heirloom epics).

Comentario de aparr487

on 2011-03-07T14:33:20-06:00

... I suspect that they're similar to the weekly raid/Wintergrasp quests in Wrath that require you to complete them in a guild group. Perhaps this is a way to return to the days of "Kill Boss X in Heroic Dungeon Y" but this time you must be in a Guild Group to get credit. ...

I certainly hope not. If they are, what makes them any different than the currently atrocious system? It would be better, I think, to reward people who contribute to achievements like Es un montón de cebo, among others. Perhaps you can task a member with fishing 20 fish from a pool. While that is just an example, it would instead make more sense to allow a guild leader to simply put a static value on each fish, or a number of fish caught, from pools.

This system should be simple enough that it could easily be applied across the board.

I'm also very anxious to see what they have in mind. However, given some of the other ludicrous systems in place and considering the time it took to create their current model (LFD comes to mind), I don't have very high expectations.

Comentario de BlauUmlaut

on 2011-03-07T14:55:46-06:00

Here's still hoping for the Tabard option in the Character Pane. (crosses fingers) :)

Comentario de YJMark

on 2011-03-07T15:01:32-06:00

Yay for wands!

Comentario de Solarknight

on 2011-03-07T15:39:40-06:00

I love that ZG is coming back and there is a bunch of new stuff (although it will take me a while to gear up for it as I can never get a good group together for Heroics). I understand using Archeology for the Madness boss (I had previously posted on WoW's forums using Archeology for the ZG mounts and Naxx recipes), but I am saddened that I will not be able to use my Mojo Madness recipe for it.

Also, when I first saw 'guild challenges,' I immediately thought that you could challenge another guild, even one from the same faction to some type of PvP or farming event. Oh well, I think adding guild quests is a good thing. Anything to increase a guild's opportunities is good.

Comentario de itgrowls

on 2011-03-07T15:50:51-06:00

theres a serious shortage of easily optainable rogue thrown weapons in the game right now as well (outside of dungeons) hardly any quests give a level 85 weapon much less a ilevel 333/346 item to use until a heroic item can drop. Seriously patchy work imo. Wonder if when they are speaking of adding ranged items to the runs of these dungeons they don't just throw a single warrior gun into the dungeon and that be the end of it like they've done in the past, seriously crappy work if so, guns and bows should be agil/crit first strength/defense second.

Comentario de pnkflffytutu

on 2011-03-07T17:39:52-06:00

So they are adding guild quests?...just like rift....

Comentario de TheInspireU

on 2011-03-08T00:10:59-06:00

for everything... i'm drooling :) and what is this?

Guild Challenges (new guild quests)

Comentario de Interest

on 2011-03-08T01:31:21-06:00

I don't have any specifics to share at the moment, save for one I think is cool. Those with the appropriate Archaeology skill will be able to unlock one of four additional bosses (chosen randomly) for their group in Zul'Gurub. These bosses were previously known as part of the Edge of Madness. The four bosses will share some loot, but also have some loot unique to each of them.

Leet.

I'm actually liking Zarhym's posting here, especially involving 4.1 and 4.2. I suspected as much when I saw Firelands got kicked to patch 4.2 (i.e. Firelands would come out on the date they planned anyways and ZA/ZG is to have some content in between until then)

It's amusing how people cherry-pick Bashiok's comments (especially the one involving Ulduar-ToC, which was a mistake, but other points are pretty concise) as an excuse that the content is getting delayed.

Comentario de Dichune

on 2011-03-08T13:28:38-06:00

I like the idea of making sure that Firelands is ready and not released too soon. Be patient, guys, we don't want more bugs than necessary. As for Warrior DPS class using wands. . . . you've got to be kidding. I never saw Conan carrying a wand. A wand is for those with magic. They'll ruin the lore (more than they already have) with silly things like this. Give them a gun, give them a bow, but leave the wands to the magic users. Here's a thought. . if Warriors get wands then can my Mage get Plate?

Comentario de BizarreMonkey

on 2011-03-09T14:41:58-06:00

As for Warrior DPS class using wands. . . . you've got to be kidding. I never saw Conan carrying a wand. A wand is for those with magic. They'll ruin the lore (more than they already have) with silly things like this. Give them a gun, give them a bow, but leave the wands to the magic users. Here's a thought. . if Warriors get wands then can my Mage get Plate?

They mean a wand for casters, silly. Due to their being a lack thereof.

Along with that Warriors will get a tanking gun and rogues will likely get a throwing star.

Also, to Wowhead Staff, i just got a Nordic Ü character in my captcha. Fix it. >:(